Difference between revisions of "Earl Grey"

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(Reviews)
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* [http://www.intfiction.org/forum/viewtopic.php?p=4359#p4359 Review] by [[Renee Choba]].
 
* [http://www.intfiction.org/forum/viewtopic.php?p=4359#p4359 Review] by [[Renee Choba]].
 
* [http://onewetsneaker.wordpress.com/2009/10/06/earl-grey-review/ Review] by [[Conrad Cook]].
 
* [http://onewetsneaker.wordpress.com/2009/10/06/earl-grey-review/ Review] by [[Conrad Cook]].
 +
* [http://www.infodarkness.com/if/earlgrey.html Review] by [[Dark Star]].
 
* [http://anothermrlizard.wordpress.com/2009/11/03/if-earl-grey/ Review] by [[Ben Dixon]].
 
* [http://anothermrlizard.wordpress.com/2009/11/03/if-earl-grey/ Review] by [[Ben Dixon]].
 
* [http://runnerchild.livejournal.com/184722.html Review] by [[Elizabeth]] (runnerchild).
 
* [http://runnerchild.livejournal.com/184722.html Review] by [[Elizabeth]] (runnerchild).

Revision as of 12:39, 24 November 2009

Fantasy
Fantasy
Surreal
Surreal
Crazy quilt
Crazy quilt
Green IF comp ribbon.png
IF Comp 2009
5th of 24
Earl Grey
Author(s) Rob Dubbin and Adam Parrish
Publisher(s) n/a
Release date(s) 01-Oct-2009
Authoring system Inform 6
Platform(s) Glulx
Language(s) English
License(s) Freeware
Multimedia
Color effects none
Graphics none
Sound/Music none
Ratings
Cruelty scale Merciful

How It Begins

You have arrived at a secret garden for the biggest tea party of the year. Under the canopy, you can see an exquisite porcelain tea service and a monk named Eaves. You can also see the flowers and fragrant plants of the garden, and a cobblestone roadway to the town below.

You should talk to Eaves and thank him for inviting you. It's going to be a lovely day!

Notable Features

  • Wordplay. The main gimmick is that the player has the ability to KNOCK a letter out of a word. The knocked letter, which is held in a runebag, may then be CAST back into that word or possibly another word.
  • The game begins with a tutorial style of play, so the player becomes familiar with how the wordplay works.
  • An internal monologue pane at the bottom of the screen, below the prompt, lets the player see what the player character is thinking as events occur.
  • Several standard commands have been disabled, possibly to minimize the amount of text that can potentially be altered by the wordplay commands.
  • Conversation uses the TALK TO model rather than ASK-TELL or menus.
  • The game cannot be put into an unwinnable situation. If the player character dies or something essential is lost, the game will either automatically reset the game world back a bit so the tragedy did not occur, or restore essential items so that the player may try a different strategy.

Versions

Release 1

Links

General info

Reviews

Spoilers